Source code of Windows XP (NT5)
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// Copyright (C) Microsoft Corporation. All Rights Reserved.
#ifndef _D3DDM_HPP
#define _D3DDM_HPP
#define D3DDM_VERSION 0xDBDB0003 // version tag
// base names for shared memory segments
#define D3DDM_TGTCTX_SM "D3DDM_DTC_" // tgt pid
#define D3DDM_MONCTX_SM "D3DDM_DMC_" // mon id
#define D3DDM_CMDDATA_SM "D3DDM_CD_" // mon id
#define D3DDM_TSHFILE_SM "D3DDM_TSF_" // tgt pid; target shader -> file association
#define D3DDM_IMAGE_SM "D3DDM_I_" // 0..n
// base names for events
#define D3DDM_TGT_EVENTBP "D3DDM_TEBP_" // tgt pid
#define D3DDM_TGT_EVENTACK "D3DDM_TEACK_" // tgt pid
#define D3DDM_MON_EVENTCMD "D3DDM_MECMD_" // mon id
#define D3DDM_MAX_BP 32 // max number of breakpoints for all types
// event definitions - can set more than one in single word so they
// can be used as breakpoint enables
#define D3DDM_EVENT_RSTOKEN (1<<0)
#define D3DDM_EVENT_BEGINSCENE (1<<1)
#define D3DDM_EVENT_ENDSCENE (1<<2)
#define D3DDM_EVENT_VERTEX (1<<8)
#define D3DDM_EVENT_VERTEXSHADERINST (2<<8)
#define D3DDM_EVENT_VERTEXSHADER (3<<8)
#define D3DDM_EVENT_PRIMITIVE (1<<15)
#define D3DDM_EVENT_PIXEL (1<<16)
#define D3DDM_EVENT_PIXELSHADERINST (1<<17)
#define D3DDM_EVENT_PIXELSHADER (1<<18)
#define D3DDM_EVENT_TARGETDISCONNECT (1<<30)
#define D3DDM_EVENT_TARGETEXIT (1<<31)
// command definitions - command enum is in upper 16 bits so lower 16
// can be used to send command specific parameter information
#define D3DDM_CMD_MASK (0xffff<<16)
#define D3DDM_CMD_GO (1<<16)
#define D3DDM_CMD_GETDEVICESTATE (2<<16)
#define D3DDM_CMD_GETTEXTURESTATE (3<<16)
#define D3DDM_CMD_GETPRIMITIVESTATE (4<<16)
#define D3DDM_CMD_GETVERTEXSHADER (5<<16)
#define D3DDM_CMD_GETVERTEXSTATE (8<<16)
#define D3DDM_CMD_GETVERTEXSHADERCONST (9<<16)
#define D3DDM_CMD_GETVERTEXSHADERINST (10<<16) // 15:00 shader instruction
#define D3DDM_CMD_GETVERTEXSHADERSTATE (11<<16)
#define D3DDM_CMD_GETPIXELSTATE (16<<16) // 01:00 pixel selection from 2x2 grid
#define D3DDM_CMD_GETPIXELSHADERCONST (17<<16)
#define D3DDM_CMD_GETPIXELSHADERINST (18<<16) // 15:00 shader instruction
#define D3DDM_CMD_GETPIXELSHADERSTATE (19<<16)
#define D3DDM_CMD_DUMPTEXTURE (32<<16) // 03:00 SM selection (up to 16)
// 06:04 texture stage (0..7)
// 10:07 LOD (0..15)
// 15:11 cubemap or volume slice (0..31)
#define D3DDM_CMD_DUMPRENDERTARGET (33<<16) // 03:00 SM selection (up to 16)
const UINT D3DDM_MAX_TSSSTAGES = 8;
const UINT D3DDM_MAX_TSSVALUE = 32;
const UINT D3DDM_MAX_RS = 256;
const UINT D3DDM_MAX_VSDECL = 128;
const UINT D3DDM_MAX_VSINPUTREG = 16;
const UINT D3DDM_MAX_VSCONSTREG = 128;
const UINT D3DDM_MAX_VSTEMPREG = 12;
const UINT D3DDM_MAX_VSRASTOUTREG = 3;
const UINT D3DDM_MAX_VSATTROUTREG = 2;
const UINT D3DDM_MAX_VSTEXCRDOUTREG = 8;
const UINT D3DDM_MAX_VSINSTDWORD = 32;
const UINT D3DDM_MAX_VSINSTSTRING = 128;
const UINT D3DDM_MAX_PSINPUTREG = 2;
const UINT D3DDM_MAX_PSCONSTREG = 8;
const UINT D3DDM_MAX_PSTEMPREG = 2;
const UINT D3DDM_MAX_PSTEXTREG = 8;
const UINT D3DDM_MAX_PSINSTDWORD = 32;
const UINT D3DDM_MAX_PSINSTSTRING = 128;
// structs for command data
typedef struct _D3DDMDeviceState
{
UINT32 TextureStageState[D3DDM_MAX_TSSSTAGES][D3DDM_MAX_TSSVALUE];
UINT32 RenderState[D3DDM_MAX_RS];
UINT32 VertexShaderHandle;
UINT32 PixelShaderHandle;
UINT MaxVShaderHandle;
UINT MaxPShaderHandle;
} D3DDMDeviceState;
typedef struct _D3DDMTextureState
{
} D3DDMTextureState;
typedef struct _D3DDMVertexShader
{
UINT32 Decl[D3DDM_MAX_VSDECL];
// followed by user data
} D3DDMVertexShader;
typedef struct _D3DDMVertexState
{
FLOAT InputRegs[D3DDM_MAX_VSINPUTREG][4];
} D3DDMVertexState;
typedef struct _D3DDMVertexShaderConst
{
FLOAT ConstRegs[D3DDM_MAX_VSCONSTREG][4];
} D3DDMVertexShaderConst;
typedef struct _D3DDMVertexShaderInst
{
DWORD Inst[D3DDM_MAX_VSINSTDWORD];
char InstString[D3DDM_MAX_VSINSTSTRING];
} D3DDMVertexShaderInst;
typedef struct _D3DDMVertexShaderState
{
UINT CurrentInst;
FLOAT TempRegs[D3DDM_MAX_VSTEMPREG][4];
FLOAT AddressReg[4];
FLOAT RastOutRegs[D3DDM_MAX_VSRASTOUTREG][4];
FLOAT AttrOutRegs[D3DDM_MAX_VSATTROUTREG][4];
FLOAT TexCrdOutRegs[D3DDM_MAX_VSTEXCRDOUTREG][4];
} D3DDMVertexShaderState;
typedef struct _D3DDMPrimState
{
} D3DDMPrimState;
typedef struct _D3DDMPixelState
{
UINT Location[2];
FLOAT Depth;
FLOAT FogIntensity;
FLOAT InputRegs[D3DDM_MAX_PSINPUTREG][4];
} D3DDMPixelState;
typedef struct _D3DDMPixelShaderConst
{
FLOAT ConstRegs[D3DDM_MAX_PSCONSTREG][4];
} D3DDMPixelShaderConst;
typedef struct _D3DDMPixelShaderInst
{
DWORD Inst[D3DDM_MAX_PSINSTDWORD];
char InstString[D3DDM_MAX_PSINSTSTRING];
} D3DDMPixelShaderInst;
typedef struct _D3DDMPixelShaderState
{
UINT CurrentInst;
FLOAT TempRegs[D3DDM_MAX_PSTEMPREG][4];
FLOAT TextRegs[D3DDM_MAX_PSTEXTREG][4];
BOOL Discard;
} D3DDMPixelShaderState;
// size of command data buffer - large enough for any (single) command,
// the largest of which is the instruction + instruction comment (128KB)
#define D3DDM_CMDDATA_SIZE 0x28000
//
// DebugMonitorContext & DebugTargetContext - Contexts for each side of the
// target/monitor processes.
//
// DebugMonitorContext is R/W to monitor and RO to debug target. The only
// exception is the TargetIDRequest, which is written by a target when
// requesting to be connected to that monitor.
//
// The TargetBP (BreakPoint) event is signaled by the target whenever a
// breakpoint is hit.
//
// The MonitorCmd (Command) event is signaled by the monitor when a command
// is ready to be processed by the target, and the TargetAck is signaled
// when the target is done processing the command. This is reversed during
// target attachment, where the target signals (via MonitorCmd) the monitor
// to look at it's TargetIDRequest and connect to that target, sending an
// acknowledge to the target via TargetAck.
//
typedef struct _DebugMonitorContext
{
int MonitorID; // 1..X ID of monitor
int TargetIDRequest; // pid of CMDing target; writeable by target
int TargetID; // pid of attached target; zero if not connected
UINT32 Command; // D3DDM_CMD_* token
// breakpoint settings
UINT32 EventBP;
UINT64 VertexCountBP;
UINT64 PrimitiveCountBP;
UINT64 PixelCountBP;
DWORD VertexShaderHandleBP;
DWORD PixelShaderHandleBP;
UINT32 RastVertexBPEnable;
UINT32 PixelBPEnable;
INT32 RastVertexBP[D3DDM_MAX_BP][2];
UINT PixelBP[D3DDM_MAX_BP][2];
} DebugMonitorContext;
typedef struct _DebugTargetContext
{
DWORD Version; // version
int ProcessID; // pid of this target
int MonitorID; // ID of monitor; zero if not connected
UINT32 CommandBufferSize; // size of data in command buffer
// status/state
UINT32 EventStatus;
UINT32 SceneCount;
UINT64 PrimitiveCount;
UINT64 PixelCount;
// The target side maintains dirty flags so the monitor side knows when to
// requery target-side state.
#define D3DDM_SC_DEVICESTATE (1<<0)
#define D3DDM_SC_TEXTURE (1<<1)
#define D3DDM_SC_PSSETSHADER (1<<2)
#define D3DDM_SC_PSCONSTANTS (1<<3)
#define D3DDM_SC_VSSETSHADER (1<<4)
#define D3DDM_SC_VSCONSTANTS (1<<5)
#define D3DDM_SC_VSMODIFYSHADERS (1<<6)
#define D3DDM_SC_PSMODIFYSHADERS (1<<7)
UINT32 StateChanged;
} DebugTargetContext;
#endif // _D3DDM_HPP